2 float AI_STATUS_ROAMING = 1; // Bot is just crawling the map. No enemies at sight
3 float AI_STATUS_ATTACKING = 2; // There are enemies at sight
4 float AI_STATUS_RUNNING = 4; // Bot is bunny hopping
5 float AI_STATUS_DANGER_AHEAD = 8; // There is lava/slime/abism ahead
6 float AI_STATUS_OUT_JUMPPAD = 16; // Trying to get out of a "vertical" jump pad
7 float AI_STATUS_OUT_WATER = 32; // Trying to get out of water
9 .string netname_freeme;
10 // rough simulation of walking from one point to another to test if a path
11 // can be traveled, used by havocbot
14 float navigation_testtracewalk;
15 float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode)
21 local float totaldist;
24 local float ignorehazards;
25 if (navigation_testtracewalk)
27 if (navigation_testtracewalk > 1)
28 dprint("tracewalk: ");
30 //te_knightspike(end);
31 //te_lightning2(world, start, end);
36 dist = totaldist = vlen(move);
37 dir = normalize(move);
39 ignorehazards = FALSE;
40 //self.angles = vectoangles(dir);
41 traceline(start, start, MOVE_NORMAL, e);
42 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
44 tracebox(start, m1, m2, start, MOVE_NOMONSTERS, e);
48 if (navigation_testtracewalk)
50 if (navigation_testtracewalk > 1)
51 dprint("bad-start\n");
52 te_knightspike(start);
60 if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
62 if (navigation_testtracewalk)
64 if (navigation_testtracewalk > 1)
73 if (navigation_testtracewalk)
77 particle(org, '0 0 0', 104, 8);
81 dist = dist - stepdist;
82 traceline(org, org, MOVE_NORMAL, e);
85 if (trace_dpstartcontents & (DPCONTENTS_SLIME | DPCONTENTS_LAVA))
87 if (navigation_testtracewalk)
89 if (navigation_testtracewalk > 1)
93 // hazards blocking path
97 if (trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
99 move = normalize(end - org);
100 tracebox(org, m1, m2, org + move * stepdist, movemode, e);
101 if (trace_fraction < 1)
103 if (navigation_testtracewalk)
105 if (navigation_testtracewalk > 1)
106 dprint("swimming-hit-something\n");
107 //particle(org, move * 64, 104, 4);
116 move = dir * stepdist + org;
117 tracebox(org, m1, m2, move, movemode, e);
119 if (trace_fraction < 1)
121 // check if we can walk over this obstacle
122 tracebox(org + stepheightvec, m1, m2, move + stepheightvec, movemode, e);
123 if (trace_fraction < 1 || trace_startsolid)
125 if (navigation_testtracewalk)
127 if (navigation_testtracewalk > 1)
128 dprint("hit-something\n");
129 // move = normalize(end - org);
130 // particle(org, move * 64, 104, 4);
135 traceline( org, move, movemode, e);
136 if ( trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
138 local vector nextmove;
140 while(trace_ent.classname == "door_rotating" || trace_ent.classname == "door")
142 nextmove = move + (dir * stepdist);
143 traceline( move, nextmove, movemode, e);
156 // trace down from stepheight as far as possible and move there,
157 // if this starts in solid we try again without the stepup, and
158 // if that also fails we assume it is a wall
159 // (this is the same logic as the Quake walkmove function used)
160 tracebox(move, m1, m2, move + '0 0 -65536', movemode, e);
162 if (trace_startsolid)
164 tracebox(move, m1, m2, move + '0 0 -65536', FALSE, e);
165 if (trace_startsolid)
167 if (navigation_testtracewalk)
169 if (navigation_testtracewalk > 1)
170 dprint("hit-something\n");
171 //move = normalize(end - org);
172 //particle(org, move * 64, 104, 4);
180 // moved successfully
181 if (navigation_testtracewalk > 1)
186 if (navigation_testtracewalk)
188 if (navigation_testtracewalk > 1)
189 dprint("wrong-place\n");
193 // moved but didn't arrive at the intended destination
198 // grenade tracing to decide the best pitch to fire at
201 entity tracetossfaketarget;
203 // traces multiple trajectories to find one that will impact the target
204 // 'end' vector is the place it aims for,
205 // returns TRUE only if it hit targ (don't target non-solid entities)
206 vector findtrajectory_velocity;
207 float findtrajectorywithleading(vector org, vector m1, vector m2, entity targ, float shotspeed, float shotspeedupward, float maxtime, float shotdelay, entity ignore)
209 local float c, savesolid, shottime;
210 local vector dir, end, v;
212 return FALSE; // could cause division by zero if calculated
213 if (targ.solid < SOLID_BBOX) // SOLID_NOT and SOLID_TRIGGER
214 return FALSE; // could never hit it
216 tracetossent = spawn();
217 tracetossent.owner = ignore;
218 setsize(tracetossent, m1, m2);
219 savesolid = targ.solid;
220 targ.solid = SOLID_NOT;
221 shottime = ((vlen(targ.origin - org) / shotspeed) + shotdelay);
222 v = targ.velocity * shottime + targ.origin;
223 tracebox(targ.origin, targ.mins, targ.maxs, v, FALSE, targ);
225 end = v + (targ.mins + targ.maxs) * 0.5;
226 if ((vlen(end - org) / shotspeed + 0.2) > maxtime)
229 targ.solid = savesolid;
233 if (!tracetossfaketarget)
234 tracetossfaketarget = spawn();
235 tracetossfaketarget.solid = savesolid;
236 tracetossfaketarget.movetype = targ.movetype;
237 setmodel(tracetossfaketarget, targ.model); // no low precision
238 tracetossfaketarget.model = targ.model;
239 tracetossfaketarget.modelindex = targ.modelindex;
240 setsize(tracetossfaketarget, targ.mins, targ.maxs);
241 setorigin(tracetossfaketarget, v);
244 dir = normalize(end - org);
245 while (c < 10) // 10 traces
247 setorigin(tracetossent, org); // reset
248 tracetossent.velocity = findtrajectory_velocity = normalize(dir) * shotspeed + shotspeedupward * '0 0 1';
249 tracetoss(tracetossent, ignore); // love builtin functions...
250 if (trace_ent == tracetossfaketarget) // done
252 targ.solid = savesolid;
255 tracetossfaketarget.solid = SOLID_NOT;
256 tracetossfaketarget.movetype = MOVETYPE_NONE;
257 tracetossfaketarget.model = "";
258 tracetossfaketarget.modelindex = 0;
259 // relink to remove it from physics considerations
260 setorigin(tracetossfaketarget, v);
264 dir_z = dir_z + 0.1; // aim up a little more
267 targ.solid = savesolid;
270 tracetossfaketarget.solid = SOLID_NOT;
271 tracetossfaketarget.movetype = MOVETYPE_NONE;
272 tracetossfaketarget.model = "";
273 tracetossfaketarget.modelindex = 0;
274 // relink to remove it from physics considerations
275 setorigin(tracetossfaketarget, v);
277 // leave a valid one even if it won't reach
278 findtrajectory_velocity = normalize(end - org) * shotspeed + shotspeedupward * '0 0 1';
286 .void(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4) lag_func;
288 // upto 5 queued messages
292 .entity lag1_entity1;
301 .entity lag2_entity1;
310 .entity lag3_entity1;
319 .entity lag4_entity1;
328 .entity lag5_entity1;
336 if (self.lag1_time) if (time > self.lag1_time) {self.lag_func(self.lag1_time, self.lag1_float1, self.lag1_float2, self.lag1_entity1, self.lag1_vec1, self.lag1_vec2, self.lag1_vec3, self.lag1_vec4);self.lag1_time = 0;}
337 if (self.lag2_time) if (time > self.lag2_time) {self.lag_func(self.lag2_time, self.lag2_float1, self.lag2_float2, self.lag2_entity1, self.lag2_vec1, self.lag2_vec2, self.lag2_vec3, self.lag2_vec4);self.lag2_time = 0;}
338 if (self.lag3_time) if (time > self.lag3_time) {self.lag_func(self.lag3_time, self.lag3_float1, self.lag3_float2, self.lag3_entity1, self.lag3_vec1, self.lag3_vec2, self.lag3_vec3, self.lag3_vec4);self.lag3_time = 0;}
339 if (self.lag4_time) if (time > self.lag4_time) {self.lag_func(self.lag4_time, self.lag4_float1, self.lag4_float2, self.lag4_entity1, self.lag4_vec1, self.lag4_vec2, self.lag4_vec3, self.lag4_vec4);self.lag4_time = 0;}
340 if (self.lag5_time) if (time > self.lag5_time) {self.lag_func(self.lag5_time, self.lag5_float1, self.lag5_float2, self.lag5_entity1, self.lag5_vec1, self.lag5_vec2, self.lag5_vec3, self.lag5_vec4);self.lag5_time = 0;}
343 float lag_additem(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
345 if (self.lag1_time == 0) {self.lag1_time = t;self.lag1_float1 = f1;self.lag1_float2 = f2;self.lag1_entity1 = e1;self.lag1_vec1 = v1;self.lag1_vec2 = v2;self.lag1_vec3 = v3;self.lag1_vec4 = v4;return TRUE;}
346 if (self.lag2_time == 0) {self.lag2_time = t;self.lag2_float1 = f1;self.lag2_float2 = f2;self.lag2_entity1 = e1;self.lag2_vec1 = v1;self.lag2_vec2 = v2;self.lag2_vec3 = v3;self.lag2_vec4 = v4;return TRUE;}
347 if (self.lag3_time == 0) {self.lag3_time = t;self.lag3_float1 = f1;self.lag3_float2 = f2;self.lag3_entity1 = e1;self.lag3_vec1 = v1;self.lag3_vec2 = v2;self.lag3_vec3 = v3;self.lag3_vec4 = v4;return TRUE;}
348 if (self.lag4_time == 0) {self.lag4_time = t;self.lag4_float1 = f1;self.lag4_float2 = f2;self.lag4_entity1 = e1;self.lag4_vec1 = v1;self.lag4_vec2 = v2;self.lag4_vec3 = v3;self.lag4_vec4 = v4;return TRUE;}
349 if (self.lag5_time == 0) {self.lag5_time = t;self.lag5_float1 = f1;self.lag5_float2 = f2;self.lag5_entity1 = e1;self.lag5_vec1 = v1;self.lag5_vec2 = v2;self.lag5_vec3 = v3;self.lag5_vec4 = v4;return TRUE;}
350 // no room for it (what is the best thing to do here??)
355 // Random skill system
356 .float bot_thinkskill;
357 .float bot_mouseskill;
358 .float bot_predictionskill;
359 .float bot_offsetskill;
362 // spawnfunc_waypoint navigation system
364 // itemscore = (howmuchmoreIwant / howmuchIcanwant) / itemdistance
365 // waypointscore = 0.7 / waypointdistance
367 .entity wp00, wp01, wp02, wp03, wp04, wp05, wp06, wp07;
368 .entity wp08, wp09, wp10, wp11, wp12, wp13, wp14, wp15;
369 .entity wp16, wp17, wp18, wp19, wp20, wp21, wp22, wp23, wp24, wp25, wp26, wp27, wp28, wp29, wp30, wp31;
370 .float wp00mincost, wp01mincost, wp02mincost, wp03mincost, wp04mincost, wp05mincost, wp06mincost, wp07mincost;
371 .float wp08mincost, wp09mincost, wp10mincost, wp11mincost, wp12mincost, wp13mincost, wp14mincost, wp15mincost;
372 .float wp16mincost, wp17mincost, wp18mincost, wp19mincost, wp20mincost, wp21mincost, wp22mincost, wp23mincost, wp24mincost, wp25mincost, wp26mincost, wp27mincost, wp28mincost, wp29mincost, wp30mincost, wp31mincost;
373 .float wpfire, wpcost, wpconsidered;
376 .vector wpnearestpoint;
378 // stack of current goals (the last one of which may be an item or other
379 // desirable object, the rest are typically waypoints to reach it)
380 .entity goalcurrent, goalstack01, goalstack02, goalstack03;
381 .entity goalstack04, goalstack05, goalstack06, goalstack07;
382 .entity goalstack08, goalstack09, goalstack10, goalstack11;
383 .entity goalstack12, goalstack13, goalstack14, goalstack15;
384 .entity goalstack16, goalstack17, goalstack18, goalstack19;
385 .entity goalstack20, goalstack21, goalstack22, goalstack23;
386 .entity goalstack24, goalstack25, goalstack26, goalstack27;
387 .entity goalstack28, goalstack29, goalstack30, goalstack31;
389 .entity nearestwaypoint;
390 .float nearestwaypointtimeout;
392 // used during navigation_goalrating_begin/end sessions
393 float navigation_bestrating;
394 entity navigation_bestgoal;
395 entity navigation_alternativegoal;
396 .entity alternativegoal;
401 /////////////////////////////////////////////////////////////////////////////
402 // spawnfunc_waypoint management
403 /////////////////////////////////////////////////////////////////////////////
405 // waypoints with this flag are not saved, they are automatically generated
406 // waypoints like jump pads, teleporters, and items
407 float WAYPOINTFLAG_GENERATED = 8388608;
408 float WAYPOINTFLAG_ITEM = 4194304;
409 float WAYPOINTFLAG_TELEPORT = 2097152;
410 float WAYPOINTFLAG_NORELINK = 1048576;
412 // add a new link to the spawnfunc_waypoint, replacing the furthest link it already has
413 void waypoint_addlink(entity from, entity to)
419 if (from.wpflags & WAYPOINTFLAG_NORELINK)
422 if (from.wp00 == to) return;if (from.wp01 == to) return;if (from.wp02 == to) return;if (from.wp03 == to) return;
423 if (from.wp04 == to) return;if (from.wp05 == to) return;if (from.wp06 == to) return;if (from.wp07 == to) return;
424 if (from.wp08 == to) return;if (from.wp09 == to) return;if (from.wp10 == to) return;if (from.wp11 == to) return;
425 if (from.wp12 == to) return;if (from.wp13 == to) return;if (from.wp14 == to) return;if (from.wp15 == to) return;
426 if (from.wp16 == to) return;if (from.wp17 == to) return;if (from.wp18 == to) return;if (from.wp19 == to) return;
427 if (from.wp20 == to) return;if (from.wp21 == to) return;if (from.wp22 == to) return;if (from.wp23 == to) return;
428 if (from.wp24 == to) return;if (from.wp25 == to) return;if (from.wp26 == to) return;if (from.wp27 == to) return;
429 if (from.wp28 == to) return;if (from.wp29 == to) return;if (from.wp30 == to) return;if (from.wp31 == to) return;
431 if (to.wpisbox || from.wpisbox)
433 // if either is a box we have to find the nearest points on them to
434 // calculate the distance properly
435 local vector v1, v2, m1, m2;
439 v1_x = bound(m1_x, v1_x, m2_x);
440 v1_y = bound(m1_y, v1_y, m2_y);
441 v1_z = bound(m1_z, v1_z, m2_z);
445 v2_x = bound(m1_x, v2_x, m2_x);
446 v2_y = bound(m1_y, v2_y, m2_y);
447 v2_z = bound(m1_z, v2_z, m2_z);
452 c = vlen(to.origin - from.origin);
454 if (from.wp31mincost < c) return;
455 if (from.wp30mincost < c) {from.wp31 = to;from.wp31mincost = c;return;} from.wp31 = from.wp30;from.wp31mincost = from.wp30mincost;
456 if (from.wp29mincost < c) {from.wp30 = to;from.wp30mincost = c;return;} from.wp30 = from.wp29;from.wp30mincost = from.wp29mincost;
457 if (from.wp28mincost < c) {from.wp29 = to;from.wp29mincost = c;return;} from.wp29 = from.wp28;from.wp29mincost = from.wp28mincost;
458 if (from.wp27mincost < c) {from.wp28 = to;from.wp28mincost = c;return;} from.wp28 = from.wp27;from.wp28mincost = from.wp27mincost;
459 if (from.wp26mincost < c) {from.wp27 = to;from.wp27mincost = c;return;} from.wp27 = from.wp26;from.wp27mincost = from.wp26mincost;
460 if (from.wp25mincost < c) {from.wp26 = to;from.wp26mincost = c;return;} from.wp26 = from.wp25;from.wp26mincost = from.wp25mincost;
461 if (from.wp24mincost < c) {from.wp25 = to;from.wp25mincost = c;return;} from.wp25 = from.wp24;from.wp25mincost = from.wp24mincost;
462 if (from.wp23mincost < c) {from.wp24 = to;from.wp24mincost = c;return;} from.wp24 = from.wp23;from.wp24mincost = from.wp23mincost;
463 if (from.wp22mincost < c) {from.wp23 = to;from.wp23mincost = c;return;} from.wp23 = from.wp22;from.wp23mincost = from.wp22mincost;
464 if (from.wp21mincost < c) {from.wp22 = to;from.wp22mincost = c;return;} from.wp22 = from.wp21;from.wp22mincost = from.wp21mincost;
465 if (from.wp20mincost < c) {from.wp21 = to;from.wp21mincost = c;return;} from.wp21 = from.wp20;from.wp21mincost = from.wp20mincost;
466 if (from.wp19mincost < c) {from.wp20 = to;from.wp20mincost = c;return;} from.wp20 = from.wp19;from.wp20mincost = from.wp19mincost;
467 if (from.wp18mincost < c) {from.wp19 = to;from.wp19mincost = c;return;} from.wp19 = from.wp18;from.wp19mincost = from.wp18mincost;
468 if (from.wp17mincost < c) {from.wp18 = to;from.wp18mincost = c;return;} from.wp18 = from.wp17;from.wp18mincost = from.wp17mincost;
469 if (from.wp16mincost < c) {from.wp17 = to;from.wp17mincost = c;return;} from.wp17 = from.wp16;from.wp17mincost = from.wp16mincost;
470 if (from.wp15mincost < c) {from.wp16 = to;from.wp16mincost = c;return;} from.wp16 = from.wp15;from.wp16mincost = from.wp15mincost;
471 if (from.wp14mincost < c) {from.wp15 = to;from.wp15mincost = c;return;} from.wp15 = from.wp14;from.wp15mincost = from.wp14mincost;
472 if (from.wp13mincost < c) {from.wp14 = to;from.wp14mincost = c;return;} from.wp14 = from.wp13;from.wp14mincost = from.wp13mincost;
473 if (from.wp12mincost < c) {from.wp13 = to;from.wp13mincost = c;return;} from.wp13 = from.wp12;from.wp13mincost = from.wp12mincost;
474 if (from.wp11mincost < c) {from.wp12 = to;from.wp12mincost = c;return;} from.wp12 = from.wp11;from.wp12mincost = from.wp11mincost;
475 if (from.wp10mincost < c) {from.wp11 = to;from.wp11mincost = c;return;} from.wp11 = from.wp10;from.wp11mincost = from.wp10mincost;
476 if (from.wp09mincost < c) {from.wp10 = to;from.wp10mincost = c;return;} from.wp10 = from.wp09;from.wp10mincost = from.wp09mincost;
477 if (from.wp08mincost < c) {from.wp09 = to;from.wp09mincost = c;return;} from.wp09 = from.wp08;from.wp09mincost = from.wp08mincost;
478 if (from.wp07mincost < c) {from.wp08 = to;from.wp08mincost = c;return;} from.wp08 = from.wp07;from.wp08mincost = from.wp07mincost;
479 if (from.wp06mincost < c) {from.wp07 = to;from.wp07mincost = c;return;} from.wp07 = from.wp06;from.wp07mincost = from.wp06mincost;
480 if (from.wp05mincost < c) {from.wp06 = to;from.wp06mincost = c;return;} from.wp06 = from.wp05;from.wp06mincost = from.wp05mincost;
481 if (from.wp04mincost < c) {from.wp05 = to;from.wp05mincost = c;return;} from.wp05 = from.wp04;from.wp05mincost = from.wp04mincost;
482 if (from.wp03mincost < c) {from.wp04 = to;from.wp04mincost = c;return;} from.wp04 = from.wp03;from.wp04mincost = from.wp03mincost;
483 if (from.wp02mincost < c) {from.wp03 = to;from.wp03mincost = c;return;} from.wp03 = from.wp02;from.wp03mincost = from.wp02mincost;
484 if (from.wp01mincost < c) {from.wp02 = to;from.wp02mincost = c;return;} from.wp02 = from.wp01;from.wp02mincost = from.wp01mincost;
485 if (from.wp00mincost < c) {from.wp01 = to;from.wp01mincost = c;return;} from.wp01 = from.wp00;from.wp01mincost = from.wp00mincost;
486 from.wp00 = to;from.wp00mincost = c;return;
489 // relink this spawnfunc_waypoint
490 // (precompile a list of all reachable waypoints from this spawnfunc_waypoint)
492 void waypoint_think()
495 local vector sv, sm1, sm2, ev, em1, em2, dv;
496 //dprint("waypoint_think wpisbox = ", ftos(self.wpisbox), "\n");
497 sm1 = self.origin + self.mins;
498 sm2 = self.origin + self.maxs;
499 e = find(world, classname, "waypoint");
500 stepheightvec = cvar("sv_stepheight") * '0 0 1';
503 if (boxesoverlap(self.absmin, self.absmax, e.absmin, e.absmax))
505 waypoint_addlink(self, e);
506 waypoint_addlink(e, self);
511 sv_x = bound(sm1_x, sv_x, sm2_x);
512 sv_y = bound(sm1_y, sv_y, sm2_y);
513 sv_z = bound(sm1_z, sv_z, sm2_z);
515 em1 = e.origin + e.mins;
516 em2 = e.origin + e.maxs;
517 ev_x = bound(em1_x, ev_x, em2_x);
518 ev_y = bound(em1_y, ev_y, em2_y);
519 ev_z = bound(em1_z, ev_z, em2_z);
522 if (vlen(dv) < 1050) // max search distance in XY
524 navigation_testtracewalk = 0;
527 tracebox(sv - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, sv, FALSE, self);
528 if (!trace_startsolid)
530 //dprint("sv deviation", vtos(trace_endpos - sv), "\n");
531 sv = trace_endpos + '0 0 1';
536 tracebox(ev - PL_MIN_z * '0 0 1', PL_MIN, PL_MAX, ev, FALSE, e);
537 if (!trace_startsolid)
539 //dprint("ev deviation", vtos(trace_endpos - ev), "\n");
540 ev = trace_endpos + '0 0 1';
543 //traceline(self.origin, e.origin, FALSE, world);
544 //if (trace_fraction == 1)
546 if (tracewalk(self, sv, PL_MIN, PL_MAX, ev, MOVE_NOMONSTERS))
547 waypoint_addlink(self, e);
549 if (tracewalk(e, ev, PL_MIN, PL_MAX, sv, MOVE_NOMONSTERS))
550 waypoint_addlink(e, self);
553 e = find(e, classname, "waypoint");
555 navigation_testtracewalk = 0;
558 void waypoint_clearlinks(entity wp)
560 // clear links to other waypoints
563 wp.wp00 = wp.wp01 = wp.wp02 = wp.wp03 = wp.wp04 = wp.wp05 = wp.wp06 = wp.wp07 = world;wp.wp00mincost = wp.wp01mincost = wp.wp02mincost = wp.wp03mincost = wp.wp04mincost = wp.wp05mincost = wp.wp06mincost = wp.wp07mincost = f;
564 wp.wp08 = wp.wp09 = wp.wp10 = wp.wp11 = wp.wp12 = wp.wp13 = wp.wp14 = wp.wp15 = world;wp.wp08mincost = wp.wp09mincost = wp.wp10mincost = wp.wp11mincost = wp.wp12mincost = wp.wp13mincost = wp.wp14mincost = wp.wp15mincost = f;
565 wp.wp16 = wp.wp17 = wp.wp18 = wp.wp19 = wp.wp20 = wp.wp21 = wp.wp22 = wp.wp23 = world;wp.wp16mincost = wp.wp17mincost = wp.wp18mincost = wp.wp19mincost = wp.wp20mincost = wp.wp21mincost = wp.wp22mincost = wp.wp23mincost = f;
566 wp.wp24 = wp.wp25 = wp.wp26 = wp.wp27 = wp.wp28 = wp.wp29 = wp.wp30 = wp.wp31 = world;wp.wp24mincost = wp.wp25mincost = wp.wp26mincost = wp.wp27mincost = wp.wp28mincost = wp.wp29mincost = wp.wp30mincost = wp.wp31mincost = f;
569 // tell a spawnfunc_waypoint to relink
570 void waypoint_schedulerelink(entity wp)
574 // TODO: add some sort of visible box in edit mode for box waypoints
575 if (cvar("g_waypointeditor"))
580 setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
582 if (wp.wpflags & WAYPOINTFLAG_ITEM)
583 wp.colormod = '1 0 0';
584 else if (wp.wpflags & WAYPOINTFLAG_GENERATED)
585 wp.colormod = '1 1 0';
587 wp.colormod = '1 1 1';
591 wp.wpisbox = vlen(wp.size) > 0;
594 if (!(wp.wpflags & WAYPOINTFLAG_NORELINK))
595 waypoint_clearlinks(wp);
596 // schedule an actual relink on next frame
597 wp.think = waypoint_think;
599 wp.effects = EF_LOWPRECISION;
602 // create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
603 // them back to it as well
604 // (suitable for spawnfunc_waypoint editor)
605 entity waypoint_spawn(vector m1, vector m2, float f)
609 w = find(world, classname, "waypoint");
612 // if a matching spawnfunc_waypoint already exists, don't add a duplicate
613 if (boxesoverlap(m1, m2, w.absmin, w.absmax))
615 w = find(w, classname, "waypoint");
618 w.classname = "waypoint";
620 setorigin(w, (m1 + m2) * 0.5);
621 setsize(w, m1 - w.origin, m2 - w.origin);
622 if (vlen(w.size) > 0)
625 if(!(f & WAYPOINTFLAG_GENERATED))
628 traceline(w.origin + '0 0 1', w.origin + PL_MIN_z * '0 0 1' - '0 0 1', MOVE_NOMONSTERS, w);
629 if (trace_fraction < 1)
630 setorigin(w, trace_endpos - PL_MIN_z * '0 0 1');
632 // check if the start position is stuck
633 tracebox(w.origin, PL_MIN + '-1 -1 -1', PL_MAX + '1 1 1', w.origin, MOVE_NOMONSTERS, w);
634 if (trace_startsolid)
636 org = w.origin + '0 0 26';
637 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
640 org = w.origin + '2 2 2';
641 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
644 org = w.origin + '-2 -2 2';
645 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
648 org = w.origin + '-2 2 2';
649 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
652 org = w.origin + '2 -2 2';
653 tracebox(org, PL_MIN, PL_MAX, w.origin, MOVE_WORLDONLY, w);
656 // this WP is in solid, refuse it
657 dprint("Killed a waypoint that was stuck in solid at ", vtos(org), "\n");
665 setorigin(w, org * 0.05 + trace_endpos * 0.95); // don't trust the trace fully
668 tracebox(w.origin, PL_MIN, PL_MAX, w.origin - '0 0 128', MOVE_WORLDONLY, w);
671 dprint("Killed a waypoint that was stuck in solid ", vtos(w.origin), "\n");
677 if(trace_fraction == 1)
679 dprint("Killed a waypoint that was stuck in air at ", vtos(w.origin), "\n");
683 trace_endpos_z += 0.1; // don't trust the trace fully
684 // dprint("Moved waypoint at ", vtos(w.origin), " by ", ftos(vlen(w.origin - trace_endpos)));
685 // dprint(" direction: ", vtos((trace_endpos - w.origin)), "\n");
686 setorigin(w, trace_endpos);
690 waypoint_clearlinks(w);
691 //waypoint_schedulerelink(w);
695 // spawnfunc_waypoint map entity
696 void spawnfunc_waypoint()
698 setorigin(self, self.origin);
699 // schedule a relink after other waypoints have had a chance to spawn
700 waypoint_clearlinks(self);
701 //waypoint_schedulerelink(self);
704 // remove a spawnfunc_waypoint, and schedule all neighbors to relink
705 void waypoint_remove(entity e)
707 // tell all linked waypoints that they need to relink
708 waypoint_schedulerelink(e.wp00);
709 waypoint_schedulerelink(e.wp01);
710 waypoint_schedulerelink(e.wp02);
711 waypoint_schedulerelink(e.wp03);
712 waypoint_schedulerelink(e.wp04);
713 waypoint_schedulerelink(e.wp05);
714 waypoint_schedulerelink(e.wp06);
715 waypoint_schedulerelink(e.wp07);
716 waypoint_schedulerelink(e.wp08);
717 waypoint_schedulerelink(e.wp09);
718 waypoint_schedulerelink(e.wp10);
719 waypoint_schedulerelink(e.wp11);
720 waypoint_schedulerelink(e.wp12);
721 waypoint_schedulerelink(e.wp13);
722 waypoint_schedulerelink(e.wp14);
723 waypoint_schedulerelink(e.wp15);
724 waypoint_schedulerelink(e.wp16);
725 waypoint_schedulerelink(e.wp17);
726 waypoint_schedulerelink(e.wp18);
727 waypoint_schedulerelink(e.wp19);
728 waypoint_schedulerelink(e.wp20);
729 waypoint_schedulerelink(e.wp21);
730 waypoint_schedulerelink(e.wp22);
731 waypoint_schedulerelink(e.wp23);
732 waypoint_schedulerelink(e.wp24);
733 waypoint_schedulerelink(e.wp25);
734 waypoint_schedulerelink(e.wp26);
735 waypoint_schedulerelink(e.wp27);
736 waypoint_schedulerelink(e.wp28);
737 waypoint_schedulerelink(e.wp29);
738 waypoint_schedulerelink(e.wp30);
739 waypoint_schedulerelink(e.wp31);
740 // and now remove the spawnfunc_waypoint
744 // empties the map of waypoints
745 void waypoint_removeall()
747 local entity head, next;
748 head = findchain(classname, "waypoint");
757 // tell all waypoints to relink
758 // (is this useful at all?)
759 void waypoint_schedulerelinkall()
762 head = findchain(classname, "waypoint");
765 waypoint_schedulerelink(head);
770 // save waypoints to gamedir/data/maps/mapname.waypoints
771 // TODO: support saving wayboxes
772 void waypoint_saveall()
774 local string filename, s;
777 filename = strcat("maps/", mapname);
778 filename = strcat(filename, ".waypoints");
779 file = fopen(filename, FILE_WRITE);
783 w = findchain(classname, "waypoint");
786 if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
788 s = strcat(vtos(w.origin + w.mins), "\n");
789 s = strcat(s, vtos(w.origin + w.maxs));
791 s = strcat(s, ftos(w.wpflags));
801 bprint(" waypoints to maps/");
803 bprint(".waypoints\n");
807 bprint("waypoint save to ");
813 // load waypoints from file
814 float waypoint_loadall()
816 local string filename, s;
817 local float file, cwp, cwb, fl;
821 filename = strcat("maps/", mapname);
822 filename = strcat(filename, ".waypoints");
823 file = fopen(filename, FILE_READ);
840 waypoint_spawn(m1, m2, fl);
849 dprint(" waypoints and ");
851 dprint(" wayboxes from maps/");
853 dprint(".waypoints\n");
857 dprint("waypoint load from ");
864 void waypoint_spawnforitem(entity e)
869 if(!bot_waypoints_for_items)
872 org = e.origin + (e.mins + e.maxs) * 0.5;
873 org_z = e.origin_z + e.mins_z - PL_MIN_z + 1;
874 e.nearestwaypointtimeout = time + 1000000000;
875 // don't spawn an item spawnfunc_waypoint if it already exists
876 w = findchain(classname, "waypoint");
881 if (boxesoverlap(org, org, w.absmin, w.absmax))
883 e.nearestwaypoint = w;
889 if (vlen(w.origin - org) < 16)
891 e.nearestwaypoint = w;
897 e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
900 void waypoint_spawnforteleporter(entity e, vector destination, float timetaken)
904 w = waypoint_spawn(e.absmin, e.absmax, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_TELEPORT | WAYPOINTFLAG_NORELINK);
905 dw = waypoint_spawn(destination, destination, WAYPOINTFLAG_GENERATED);
906 // one way link to the destination
908 w.wp00mincost = timetaken; // this is just for jump pads
909 // the teleporter's nearest spawnfunc_waypoint is this one
910 // (teleporters are not goals, so this is probably useless)
911 e.nearestwaypoint = w;
912 e.nearestwaypointtimeout = time + 1000000000;
919 /////////////////////////////////////////////////////////////////////////////
921 /////////////////////////////////////////////////////////////////////////////
923 // completely empty the goal stack, used when deciding where to go
924 void navigation_clearroute()
926 self.goalcurrent = world;
927 self.goalstack01 = world;
928 self.goalstack02 = world;
929 self.goalstack03 = world;
930 self.goalstack04 = world;
931 self.goalstack05 = world;
932 self.goalstack06 = world;
933 self.goalstack07 = world;
934 self.goalstack08 = world;
935 self.goalstack09 = world;
936 self.goalstack10 = world;
937 self.goalstack11 = world;
938 self.goalstack12 = world;
939 self.goalstack13 = world;
940 self.goalstack14 = world;
941 self.goalstack15 = world;
942 self.goalstack16 = world;
943 self.goalstack17 = world;
944 self.goalstack18 = world;
945 self.goalstack19 = world;
946 self.goalstack20 = world;
947 self.goalstack21 = world;
948 self.goalstack22 = world;
949 self.goalstack23 = world;
950 self.goalstack24 = world;
951 self.goalstack25 = world;
952 self.goalstack26 = world;
953 self.goalstack27 = world;
954 self.goalstack28 = world;
955 self.goalstack29 = world;
956 self.goalstack30 = world;
957 self.goalstack31 = world;
960 // add a new goal at the beginning of the stack
961 // (in other words: add a new prerequisite before going to the later goals)
962 void navigation_pushroute(entity e)
964 self.goalstack31 = self.goalstack30;
965 self.goalstack30 = self.goalstack29;
966 self.goalstack29 = self.goalstack28;
967 self.goalstack28 = self.goalstack27;
968 self.goalstack27 = self.goalstack26;
969 self.goalstack26 = self.goalstack25;
970 self.goalstack25 = self.goalstack24;
971 self.goalstack24 = self.goalstack23;
972 self.goalstack23 = self.goalstack22;
973 self.goalstack22 = self.goalstack21;
974 self.goalstack21 = self.goalstack20;
975 self.goalstack20 = self.goalstack19;
976 self.goalstack19 = self.goalstack18;
977 self.goalstack18 = self.goalstack17;
978 self.goalstack17 = self.goalstack16;
979 self.goalstack16 = self.goalstack15;
980 self.goalstack15 = self.goalstack14;
981 self.goalstack14 = self.goalstack13;
982 self.goalstack13 = self.goalstack12;
983 self.goalstack12 = self.goalstack11;
984 self.goalstack11 = self.goalstack10;
985 self.goalstack10 = self.goalstack09;
986 self.goalstack09 = self.goalstack08;
987 self.goalstack08 = self.goalstack07;
988 self.goalstack07 = self.goalstack06;
989 self.goalstack06 = self.goalstack05;
990 self.goalstack05 = self.goalstack04;
991 self.goalstack04 = self.goalstack03;
992 self.goalstack03 = self.goalstack02;
993 self.goalstack02 = self.goalstack01;
994 self.goalstack01 = self.goalcurrent;
995 self.goalcurrent = e;
998 // remove first goal from stack
999 // (in other words: remove a prerequisite for reaching the later goals)
1000 // (used when a spawnfunc_waypoint is reached)
1001 void navigation_poproute()
1003 self.goalcurrent = self.goalstack01;
1004 self.goalstack01 = self.goalstack02;
1005 self.goalstack02 = self.goalstack03;
1006 self.goalstack03 = self.goalstack04;
1007 self.goalstack04 = self.goalstack05;
1008 self.goalstack05 = self.goalstack06;
1009 self.goalstack06 = self.goalstack07;
1010 self.goalstack07 = self.goalstack08;
1011 self.goalstack08 = self.goalstack09;
1012 self.goalstack09 = self.goalstack10;
1013 self.goalstack10 = self.goalstack11;
1014 self.goalstack11 = self.goalstack12;
1015 self.goalstack12 = self.goalstack13;
1016 self.goalstack13 = self.goalstack14;
1017 self.goalstack14 = self.goalstack15;
1018 self.goalstack15 = self.goalstack16;
1019 self.goalstack16 = self.goalstack17;
1020 self.goalstack17 = self.goalstack18;
1021 self.goalstack18 = self.goalstack19;
1022 self.goalstack19 = self.goalstack20;
1023 self.goalstack20 = self.goalstack21;
1024 self.goalstack21 = self.goalstack22;
1025 self.goalstack22 = self.goalstack23;
1026 self.goalstack23 = self.goalstack24;
1027 self.goalstack24 = self.goalstack25;
1028 self.goalstack25 = self.goalstack26;
1029 self.goalstack26 = self.goalstack27;
1030 self.goalstack27 = self.goalstack28;
1031 self.goalstack28 = self.goalstack29;
1032 self.goalstack29 = self.goalstack30;
1033 self.goalstack30 = self.goalstack31;
1034 self.goalstack31 = world;
1037 // find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
1038 entity navigation_findnearestwaypoint(entity player, float walkfromwp)
1040 local entity waylist, w, best;
1041 local float dist, bestdist;
1042 local vector v, org, pm1, pm2;
1043 pm1 = player.origin + PL_MIN;
1044 pm2 = player.origin + PL_MAX;
1045 waylist = findchain(classname, "waypoint");
1046 // do two scans, because box test is cheaper
1050 // if object is touching spawnfunc_waypoint
1051 if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
1056 org = player.origin + (player.mins_z - PL_MIN_z) * '0 0 1';
1057 if(player.tag_entity)
1058 org = org + player.tag_entity.origin;
1059 if (navigation_testtracewalk)
1064 // box check failed, try walk
1068 // if object can walk from spawnfunc_waypoint
1071 local vector wm1, wm2;
1072 wm1 = w.origin + w.mins;
1073 wm2 = w.origin + w.maxs;
1074 v_x = bound(wm1_x, org_x, wm2_x);
1075 v_y = bound(wm1_y, org_y, wm2_y);
1076 v_z = bound(wm1_z, org_z, wm2_z);
1080 dist = vlen(v - org);
1081 if (bestdist > dist)
1085 traceline(v, org, TRUE, player);
1086 if (trace_fraction == 1)
1087 if (tracewalk(player, v, PL_MIN, PL_MAX, org, MOVE_NORMAL))
1095 traceline(v, org, TRUE, player);
1096 if (trace_fraction == 1)
1097 if (tracewalk(player, org, PL_MIN, PL_MAX, v, MOVE_NORMAL))
1109 // finds the waypoints near the bot initiating a navigation query
1110 float navigation_markroutes_nearestwaypoints(entity waylist, float maxdist)
1113 local vector v, m1, m2, diff;
1115 // navigation_testtracewalk = TRUE;
1120 if (!head.wpconsidered)
1124 m1 = head.origin + head.mins;
1125 m2 = head.origin + head.maxs;
1127 v_x = bound(m1_x, v_x, m2_x);
1128 v_y = bound(m1_y, v_y, m2_y);
1129 v_z = bound(m1_z, v_z, m2_z);
1133 diff = v - self.origin;
1134 diff_z = max(0, diff_z);
1135 if (vlen(diff) < maxdist)
1137 head.wpconsidered = TRUE;
1138 if (tracewalk(self, self.origin, self.mins, self.maxs, v, MOVE_NORMAL))
1140 head.wpnearestpoint = v;
1141 head.wpcost = vlen(v - self.origin) + head.dmg;
1150 //navigation_testtracewalk = FALSE;
1154 // updates a path link if a spawnfunc_waypoint link is better than the current one
1155 void navigation_markroutes_checkwaypoint(entity w, entity wp, float cost2, vector p)
1164 v_x = bound(m1_x, p_x, m2_x);
1165 v_y = bound(m1_y, p_y, m2_y);
1166 v_z = bound(m1_z, p_z, m2_z);
1170 cost2 = cost2 + vlen(v);
1171 if (wp.wpcost > cost2)
1176 wp.wpnearestpoint = v;
1180 // queries the entire spawnfunc_waypoint network for pathes leading away from the bot
1181 void navigation_markroutes()
1183 local entity w, wp, waylist;
1184 local float searching, cost, cost2;
1186 local float i, increment;
1187 w = waylist = findchain(classname, "waypoint");
1190 w.wpconsidered = FALSE;
1191 w.wpnearestpoint = '0 0 0';
1192 w.wpcost = 10000000;
1197 // try a short range search for the nearest waypoints, and expand thesearch repeatedly if none are found
1199 for(i=increment;navigation_markroutes_nearestwaypoints(waylist, i)&&i<50000;i+=increment);
1213 p = w.wpnearestpoint;
1214 wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1215 wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1216 wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1217 wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1218 wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1219 wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1220 wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1221 wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1222 wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1223 wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1224 wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1225 wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1226 wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1227 wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1228 wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1229 wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1230 wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1231 wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1232 wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1233 wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1234 wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1235 wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1236 wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1237 wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1238 wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1239 wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1240 wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1241 wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1242 wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1243 wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1244 wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1245 wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + wp.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
1246 }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
1253 // updates the best goal according to a weighted calculation of travel cost and item value of a new proposed item
1254 .void() havocbot_role;
1255 void() havocbot_role_ctf_offense;
1256 void navigation_routerating(entity e, float f, float rangebias)
1260 //te_wizspike(e.origin);
1263 // update the cached spawnfunc_waypoint link on a dynamic item entity
1264 if (time > e.nearestwaypointtimeout)
1266 e.nearestwaypoint = navigation_findnearestwaypoint(e, TRUE);
1267 e.nearestwaypointtimeout = time + random() * 3 + 5;
1269 //dprint(e.classname, " ", ftos(f));
1270 //dprint("-- checking ", e.classname, " (with cost ", ftos(e.nearestwaypoint.wpcost), ")\n");
1271 if (e.nearestwaypoint)
1272 if (e.nearestwaypoint.wpcost < 10000000)
1274 //te_wizspike(e.nearestwaypoint.wpnearestpoint);
1275 //dprint(e.classname, " ", ftos(f), "/(1+", ftos((e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint))), "/", ftos(rangebias), ") = ");
1276 f = f * rangebias / (rangebias + (e.nearestwaypoint.wpcost + vlen(e.origin - e.nearestwaypoint.wpnearestpoint)));
1277 //if (self.havocbot_role == havocbot_role_ctf_offense)
1278 // dprint("-- considering ", e.classname, " (with rating ", ftos(f), ")\n");
1280 if (navigation_bestrating < f)
1282 navigation_alternativegoal = navigation_bestgoal;
1283 navigation_bestrating = f;
1284 navigation_bestgoal = e;
1290 // replaces the goal stack with the path to a given item
1291 void navigation_routetogoal(entity e)
1293 // if already going to this goal, don't stop
1294 //if (self.goalentity == e)
1296 // clear the route and add the new one
1297 navigation_clearroute();
1298 self.goalentity = e;
1299 // if there is no goal, just exit
1302 // put the entity on the goal stack as the only item
1303 navigation_pushroute(e);
1304 //te_smallflash((e.absmin + e.absmax) * 0.5);
1305 //bprint("navigation_routetogoal(");
1309 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1310 //if (trace_fraction == 1)
1311 if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1313 // see if there are waypoints describing a path to the item
1314 e = e.nearestwaypoint;
1319 //te_smallflash((e.absmin + e.absmax) * 0.5);
1320 //tracebox(self.origin, '-16 -16 0', '16 16 0', e.origin, TRUE, self);
1321 //if (trace_fraction == 1)
1322 //if (tracewalk(self, self.origin, PL_MIN, PL_MAX, e.origin, MOVE_NORMAL))
1324 // add the spawnfunc_waypoint to the path
1325 navigation_pushroute(e);
1331 // removes any currently touching waypoints from the goal stack
1332 // (this is how bots detect if they have reached a goal)
1333 void navigation_poptouchedgoals()
1335 local vector org, m1, m2;
1336 org = self.origin;// + self.velocity * 0.1;
1337 m1 = org + self.mins;
1338 m2 = org + self.maxs;
1340 // Loose goal touching check for running state
1341 if(self.aistatus & AI_STATUS_RUNNING)
1342 if(self.goalcurrent.classname=="waypoint")
1344 if(vlen(self.origin - self.goalcurrent.origin)<150)
1346 traceline(self.origin + self.view_ofs , self.goalcurrent.origin, TRUE, world);
1347 if(trace_fraction==1)
1349 navigation_poproute();
1354 while (self.goalcurrent && boxesoverlap(m1, m2, self.goalcurrent.absmin, self.goalcurrent.absmax))
1355 navigation_poproute();
1358 // begin a goal selection session (queries spawnfunc_waypoint network)
1359 void navigation_goalrating_start()
1361 navigation_bestrating = -1;
1362 navigation_bestgoal = world;
1363 navigation_markroutes();
1366 // ends a goal selection session (updates goal stack to the best goal)
1367 void navigation_goalrating_end()
1369 if (self.havocbot_role == havocbot_role_ctf_offense)
1370 dprint(navigation_bestgoal.classname, " (with rating ", ftos(navigation_bestrating), ")\n");
1371 self.alternativegoal = navigation_alternativegoal;
1372 navigation_routetogoal(navigation_bestgoal);
1379 //////////////////////////////////////////////////////////////////////////////
1380 // general bot functions
1381 //////////////////////////////////////////////////////////////////////////////
1383 .float isbot; // true if this client is actually a bot
1392 .float bot_preferredcolors;
1396 .float bot_dodgerating;
1398 //.float bot_painintensity;
1399 .float bot_firetimer;
1400 //.float bot_oldhealth;
1403 .entity bot_aimtarg;
1404 .float bot_aimlatency;
1405 .vector bot_aimselforigin;
1406 .vector bot_aimselfvelocity;
1407 .vector bot_aimtargorigin;
1408 .vector bot_aimtargvelocity;
1411 .float(entity player, entity item) bot_pickupevalfunc;
1412 .float bot_pickupbasevalue;
1414 .float bot_strategytime;
1416 // used for aiming currently
1417 // FIXME: make the weapon code use these and then replace the calculations here with a call to the weapon code
1421 const float BOTSKINS = 19;
1422 const float BOTNAMES = 32;
1423 string bot_namefornumber(float r)
1425 if (r < 1) return "Thunderstorm";
1426 if (r < 2) return "Darkness";
1427 if (r < 3) return "Scorcher";
1428 if (r < 4) return "Paranoia";
1429 if (r < 5) return "Eureka";
1430 if (r < 6) return "Mystery";
1431 if (r < 7) return "Toxic";
1432 if (r < 8) return "Dominion";
1433 if (r < 9) return "Pegasus";
1434 if (r < 10) return "Sensible";
1435 if (r < 11) return "Gator";
1436 if (r < 12) return "Kangaroo";
1437 if (r < 13) return "Deadline";
1438 if (r < 14) return "Frosty";
1439 if (r < 15) return "Roadkill";
1440 if (r < 16) return "Death";
1441 if (r < 17) return "Panic";
1442 if (r < 18) return "Discovery";
1443 if (r < 19) return "Shadow";
1444 if (r < 20) return "Acidic";
1445 if (r < 21) return "Dominator";
1446 if (r < 22) return "Hellfire";
1447 if (r < 23) return "Necrotic";
1448 if (r < 24) return "Newbie";
1449 if (r < 25) return "Spellbinder";
1450 if (r < 26) return "Lion";
1451 if (r < 27) return "Controlled";
1452 if (r < 28) return "Airhead";
1453 if (r < 29) return "Delirium";
1454 if (r < 30) return "Resurrection";
1455 if (r < 31) return "Danger";
1459 string bot_skinfornumber(float r)
1461 if (r < 1) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "0";return "Carni" ;}
1462 else if (r < 2) {self.playermodel = "models/player/carni.zym" ;self.playerskin = "1";return "Armored Carni" ;}
1463 else if (r < 3) {self.playermodel = "models/player/crash.zym" ;self.playerskin = "0";return "Quark" ;}
1464 else if (r < 4) {self.playermodel = "models/player/grunt.zym" ;self.playerskin = "0";return "Grunt" ;}
1465 else if (r < 5) {self.playermodel = "models/player/headhunter.zym" ;self.playerskin = "0";return "HeadHunter" ;}
1466 else if (r < 6) {self.playermodel = "models/player/insurrectionist.zym";self.playerskin = "0";return "Insurrectionist";}
1467 else if (r < 7) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "0";return "Lurk" ;}
1468 else if (r < 8) {self.playermodel = "models/player/lurk.zym" ;self.playerskin = "1";return "Reptile" ;}
1469 else if (r < 9) {self.playermodel = "models/player/lycanthrope.zym" ;self.playerskin = "0";return "Lycanthrope" ;}
1470 else if (r < 10) {self.playermodel = "models/player/marine.zym" ;self.playerskin = "0";return "Marine" ;}
1471 else if (r < 11) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "0";return "Nexus" ;}
1472 else if (r < 12) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "1";return "Mulder" ;}
1473 else if (r < 13) {self.playermodel = "models/player/nexus.zym" ;self.playerskin = "2";return "Xolar" ;}
1474 else if (r < 14) {self.playermodel = "models/player/pyria.zym" ;self.playerskin = "0";return "Pyria" ;}
1475 else if (r < 15) {self.playermodel = "models/player/shock.zym" ;self.playerskin = "0";return "Shock" ;}
1476 else if (r < 16) {self.playermodel = "models/player/skadi.zym" ;self.playerskin = "0";return "Skadi" ;}
1477 else if (r < 17) {self.playermodel = "models/player/specop.zym" ;self.playerskin = "0";return "Specop" ;}
1478 else {self.playermodel = "models/player/visitant.zym" ;self.playerskin = "0";return "Fricka" ;}
1481 void bot_setnameandstuff()
1483 local string name, prefix, suffix;
1484 local float r, b, shirt, pants;
1486 prefix = cvar_string("bot_prefix");
1487 suffix = cvar_string("bot_suffix");
1489 // this is really only a default, JoinBestTeam is called later
1490 pants = floor(random() * 15);
1491 shirt = floor(random() * 15);
1493 setcolor(self, shirt * 16 + pants);
1494 self.bot_preferredcolors = self.clientcolors;
1496 // now pick a name...
1498 if (cvar("bot_usemodelnames"))
1500 // first see if all skins are taken
1504 name = bot_skinfornumber(b);
1507 while (b < BOTSKINS && find(world, netname, name));
1509 // randomly pick a skin, if it's taken either repeat until we find one,
1510 // or give up if we already know all skins are taken
1513 r = floor(random() * BOTSKINS);
1514 name = bot_skinfornumber(r);
1516 while (b < BOTSKINS && find(world, netname, name));
1520 // first see if all names are taken
1524 name = bot_namefornumber(b);
1527 while (b < BOTNAMES && find(world, netname, name));
1529 // randomly pick a name, if it's taken either repeat until we find one,
1530 // or give up if we already know all names are taken
1533 r = floor(random() * BOTNAMES);
1534 name = bot_namefornumber(r);
1536 while (b < BOTNAMES && find(world, netname, name));
1538 // randomly pick a skin
1539 bot_skinfornumber(floor(random() * BOTSKINS));
1541 if(!cvar("g_campaign"))
1542 self.netname = self.netname_freeme = strzone(strcat(prefix, name, suffix));
1544 self.netname = name;
1547 float bot_custom_weapon;
1548 float bot_distance_far;
1549 float bot_distance_close;
1551 float bot_weapons_far[WEP_LAST];
1552 float bot_weapons_mid[WEP_LAST];
1553 float bot_weapons_close[WEP_LAST];
1555 void bot_custom_weapon_priority_setup()
1557 local float tokens, i, c, w;
1559 bot_custom_weapon = FALSE;
1561 if( cvar_string("bot_ai_custom_weapon_priority_far") == "" ||
1562 cvar_string("bot_ai_custom_weapon_priority_mid") == "" ||
1563 cvar_string("bot_ai_custom_weapon_priority_close") == "" ||
1564 cvar_string("bot_ai_custom_weapon_priority_distances") == ""
1569 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_distances")," ");
1574 bot_distance_far = stof(argv(0));
1575 bot_distance_close = stof(argv(1));
1577 if(bot_distance_far < bot_distance_close){
1578 bot_distance_far = stof(argv(1));
1579 bot_distance_close = stof(argv(0));
1582 // Initialize list of weapons
1583 bot_weapons_far[0] = -1;
1584 bot_weapons_mid[0] = -1;
1585 bot_weapons_close[0] = -1;
1587 // Parse far distance weapon priorities
1588 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_far")," ");
1591 for(i=0; i < tokens && c < WEP_COUNT; ++i){
1593 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1594 bot_weapons_far[c] = w;
1599 bot_weapons_far[c] = -1;
1601 // Parse mid distance weapon priorities
1602 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_mid")," ");
1605 for(i=0; i < tokens && c < WEP_COUNT; ++i){
1607 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1608 bot_weapons_mid[c] = w;
1613 bot_weapons_mid[c] = -1;
1615 // Parse close distance weapon priorities
1616 tokens = tokenizebyseparator(cvar_string("bot_ai_custom_weapon_priority_close")," ");
1619 for(i=0; i < tokens && i < WEP_COUNT; ++i){
1621 if ( w >= WEP_FIRST && w <= WEP_LAST) {
1622 bot_weapons_close[c] = w;
1627 bot_weapons_close[c] = -1;
1629 bot_custom_weapon = TRUE;
1636 //dprint("bot_endgame\n");
1640 setcolor(e, e.bot_preferredcolors);
1643 // if dynamic waypoints are ever implemented, save them here
1646 float bot_ignore_bots; // let bots not attack other bots (only works in non-teamplay)
1647 float bot_shouldattack(entity e)
1649 if (e.team == self.team)
1659 if(clienttype(e) == CLIENTTYPE_BOT)
1668 if(e.items & IT_STRENGTH)
1673 void bot_lagfunc(float t, float f1, float f2, entity e1, vector v1, vector v2, vector v3, vector v4)
1675 if(self.flags & FL_INWATER)
1677 self.bot_aimtarg = world;
1680 self.bot_aimtarg = e1;
1681 self.bot_aimlatency = self.ping; // FIXME? Shouldn't this be in the lag item?
1682 self.bot_aimselforigin = v1;
1683 self.bot_aimselfvelocity = v2;
1684 self.bot_aimtargorigin = v3;
1685 self.bot_aimtargvelocity = v4;
1687 self.bot_canfire = (random() < 0.8);
1689 self.bot_canfire = (random() < 0.9);
1691 self.bot_canfire = (random() < 0.95);
1693 self.bot_canfire = 1;
1696 .float bot_nextthink;
1697 .float bot_badaimtime;
1698 .float bot_aimthinktime;
1699 .vector bot_mouseaim;
1700 .vector bot_badaimoffset;
1701 .vector bot_1st_order_aimfilter;
1702 .vector bot_2nd_order_aimfilter;
1703 .vector bot_3th_order_aimfilter;
1704 .vector bot_4th_order_aimfilter;
1705 .vector bot_5th_order_aimfilter;
1706 .vector bot_olddesiredang;
1707 float bot_aimdir(vector v, float maxfiredeviation)
1710 local float snapcos;
1711 local vector olddir, newdir, desireddir;
1713 makevectors(self.v_angle);
1714 olddir = newdir = v_forward;
1715 desireddir = normalize(v);
1716 snapcos = cos(cvar("bot_ai_aimskill_snapangle") * frametime * (skill + 1) * 0.5);
1717 if (desireddir * olddir < v_forward_x)
1718 newdir = desireddir;
1721 local float blendrate;
1722 blendrate = cvar("bot_ai_aimskill_blendrate") * frametime * (skill + 1) * 0.5;
1723 newdir = olddir + (desireddir - olddir) * bound(0, blendrate, 1);
1726 // decide whether to fire this time
1727 if ((desireddir * newdir) >= cos(maxfiredeviation))
1728 self.bot_firetimer = time + 0.3;
1730 self.v_angle = vectoangles(newdir);
1731 self.v_angle_x = self.v_angle_x * -1;
1733 makevectors(self.v_angle);
1734 shotorg = self.origin + self.view_ofs;
1737 return time < self.bot_firetimer;
1741 local vector desiredang, diffang;
1743 //dprint("aim ", self.netname, ": old:", vtos(self.v_angle));
1744 // make sure v_angle is sane first
1745 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1748 // get the desired angles to aim at
1749 //dprint(" at:", vtos(v));
1751 //te_lightning2(world, self.origin + self.view_ofs, self.origin + self.view_ofs + v * 200);
1752 if (time >= self.bot_badaimtime)
1754 self.bot_badaimtime = max(self.bot_badaimtime + 0.3, time);
1755 self.bot_badaimoffset = randomvec() * bound(0, 5 - 0.5 * (skill+self.bot_offsetskill), 5) * cvar("bot_ai_aimskill_offset");
1757 desiredang = vectoangles(v) + self.bot_badaimoffset;
1758 //dprint(" desired:", vtos(desiredang));
1759 if (desiredang_x >= 180)
1760 desiredang_x = desiredang_x - 360;
1761 desiredang_x = bound(-90, 0 - desiredang_x, 90);
1762 desiredang_z = self.v_angle_z;
1763 //dprint(" / ", vtos(desiredang));
1765 //// pain throws off aim
1766 //if (self.bot_painintensity)
1768 // // shake from pain
1769 // desiredang = desiredang + randomvec() * self.bot_painintensity * 0.2;
1772 // calculate turn angles
1773 diffang = (desiredang - self.bot_olddesiredang);
1775 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1776 if (diffang_y >= 180)
1777 diffang_y = diffang_y - 360;
1778 self.bot_olddesiredang = desiredang;
1779 //dprint(" diff:", vtos(diffang));
1781 // Here we will try to anticipate the comming aiming direction
1782 self.bot_1st_order_aimfilter= self.bot_1st_order_aimfilter
1783 + (diffang * (1 / frametime) - self.bot_1st_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_1st"),1);
1784 self.bot_2nd_order_aimfilter= self.bot_2nd_order_aimfilter
1785 + (self.bot_1st_order_aimfilter - self.bot_2nd_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_2nd"),1);
1786 self.bot_3th_order_aimfilter= self.bot_3th_order_aimfilter
1787 + (self.bot_2nd_order_aimfilter - self.bot_3th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_3th"),1);
1788 self.bot_4th_order_aimfilter= self.bot_4th_order_aimfilter
1789 + (self.bot_3th_order_aimfilter - self.bot_4th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_4th"),1);
1790 self.bot_5th_order_aimfilter= self.bot_5th_order_aimfilter
1791 + (self.bot_4th_order_aimfilter - self.bot_5th_order_aimfilter) * bound(0, cvar("bot_ai_aimskill_order_filter_5th"),1);
1794 //blend = (bound(0,skill,10)*0.1)*pow(1-bound(0,skill,10)*0.05,2.5)*5.656854249; //Plot formule before changing !
1795 blend = bound(0,skill,10)*0.1;
1796 desiredang = desiredang + blend *
1798 self.bot_1st_order_aimfilter * cvar("bot_ai_aimskill_order_mix_1st")
1799 + self.bot_2nd_order_aimfilter * cvar("bot_ai_aimskill_order_mix_2nd")
1800 + self.bot_3th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_3th")
1801 + self.bot_4th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_4th")
1802 + self.bot_5th_order_aimfilter * cvar("bot_ai_aimskill_order_mix_5th")
1805 // calculate turn angles
1806 diffang = desiredang - self.bot_mouseaim;
1808 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1809 if (diffang_y >= 180)
1810 diffang_y = diffang_y - 360;
1811 //dprint(" diff:", vtos(diffang));
1813 if (time >= self.bot_aimthinktime)
1815 self.bot_aimthinktime = max(self.bot_aimthinktime + 0.5 - 0.05*(skill+self.bot_thinkskill), time);
1816 self.bot_mouseaim = self.bot_mouseaim + diffang * (1-random()*0.1*bound(1,10-skill,10));
1819 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1821 diffang = self.bot_mouseaim - desiredang;
1823 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1824 if (diffang_y >= 180)
1825 diffang_y = diffang_y - 360;
1826 desiredang = desiredang + diffang * bound(0,cvar("bot_ai_aimskill_think"),1);
1828 // calculate turn angles
1829 diffang = desiredang - self.v_angle;
1831 diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1832 if (diffang_y >= 180)
1833 diffang_y = diffang_y - 360;
1834 //dprint(" diff:", vtos(diffang));
1837 dist = vlen(diffang);
1838 //diffang = diffang + randomvec() * (dist * 0.05 * (3.5 - bound(0, skill, 3)));
1841 local float r, fixedrate, blendrate;
1842 fixedrate = cvar("bot_ai_aimskill_fixedrate") / bound(1,dist,1000);
1843 blendrate = cvar("bot_ai_aimskill_blendrate");
1844 r = max(fixedrate, blendrate);
1845 //self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+skill*skill*0.05-random()*0.05*(10-skill)), 1);
1846 self.v_angle = self.v_angle + diffang * bound(frametime, r * frametime * (2+pow(skill+self.bot_mouseskill,3)*0.005-random()), 1);
1847 self.v_angle = self.v_angle * bound(0,cvar("bot_ai_aimskill_mouse"),1) + desiredang * bound(0,(1-cvar("bot_ai_aimskill_mouse")),1);
1848 //self.v_angle = self.v_angle + diffang * bound(0, r * frametime * (skill * 0.5 + 2), 1);
1849 //self.v_angle = self.v_angle + diffang * (1/ blendrate);
1851 self.v_angle_y = self.v_angle_y - floor(self.v_angle_y / 360) * 360;
1852 //dprint(" turn:", vtos(self.v_angle));
1854 makevectors(self.v_angle);
1855 shotorg = self.origin + self.view_ofs;
1856 shotdir = v_forward;
1858 //dprint(" dir:", vtos(v_forward));
1859 //te_lightning2(world, shotorg, shotorg + shotdir * 100);
1861 // calculate turn angles again
1862 //diffang = desiredang - self.v_angle;
1863 //diffang_y = diffang_y - floor(diffang_y / 360) * 360;
1864 //if (diffang_y >= 180)
1865 // diffang_y = diffang_y - 360;
1867 //dprint("e ", vtos(diffang), " < ", ftos(maxfiredeviation), "\n");
1869 // decide whether to fire this time
1870 // note the maxfiredeviation is in degrees so this has to convert to radians first
1871 //if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1872 if ((normalize(v) * shotdir) >= cos(maxfiredeviation * (3.14159265358979323846 / 180)))
1873 if (vlen(trace_endpos-shotorg) < 500+500*bound(0, skill, 10) || random()*random()>bound(0,skill*0.05,1))
1874 self.bot_firetimer = time + bound(0.1, 0.5-skill*0.05, 0.5);
1875 //traceline(shotorg,shotorg+shotdir*1000,FALSE,world);
1876 //dprint(ftos(maxfiredeviation),"\n");
1877 //dprint(" diff:", vtos(diffang), "\n");
1879 return self.bot_canfire && (time < self.bot_firetimer);
1882 vector bot_shotlead(vector targorigin, vector targvelocity, float shotspeed, float shotdelay)
1884 // Try to add code here that predicts gravity effect here, no clue HOW to though ... well not yet atleast...
1885 return targorigin + targvelocity * (shotdelay + vlen(targorigin - shotorg) / shotspeed);
1888 float bot_aim(float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
1894 dprint("bot_aim(", ftos(shotspeed));
1895 dprint(", ", ftos(shotspeedupward));
1896 dprint(", ", ftos(maxshottime));
1897 dprint(", ", ftos(applygravity));
1902 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " shotspeed is zero!\n");
1903 shotspeed = 1000000;
1907 dprint("bot_aim: WARNING: weapon ", W_Name(self.weapon), " maxshottime is zero!\n");
1910 makevectors(self.v_angle);
1911 shotorg = self.origin + self.view_ofs;
1912 shotdir = v_forward;
1913 v = bot_shotlead(self.bot_aimtargorigin, self.bot_aimtargvelocity, shotspeed, self.bot_aimlatency);
1914 local float distanceratio;
1915 distanceratio =sqrt(bound(0,skill,10000))*0.3*(vlen(v-shotorg)-100)/cvar("bot_ai_aimskill_firetolerance_distdegrees");
1916 distanceratio = bound(0,distanceratio,1);
1917 r = (cvar("bot_ai_aimskill_firetolerance_maxdegrees")-cvar("bot_ai_aimskill_firetolerance_mindegrees"))
1918 * (1-distanceratio) + cvar("bot_ai_aimskill_firetolerance_mindegrees");
1919 if (applygravity && self.bot_aimtarg)
1921 if (!findtrajectorywithleading(shotorg, '0 0 0', '0 0 0', self.bot_aimtarg, shotspeed, shotspeedupward, maxshottime, 0, self))
1923 f = bot_aimdir(findtrajectory_velocity - shotspeedupward * '0 0 1', r);
1927 f = bot_aimdir(v - shotorg, r);
1928 //dprint("AIM: ");dprint(vtos(self.bot_aimtargorigin));dprint(" + ");dprint(vtos(self.bot_aimtargvelocity));dprint(" * ");dprint(ftos(self.bot_aimlatency + vlen(self.bot_aimtargorigin - shotorg) / shotspeed));dprint(" = ");dprint(vtos(v));dprint(" : aimdir = ");dprint(vtos(normalize(v - shotorg)));dprint(" : ");dprint(vtos(shotdir));dprint("\n");
1929 traceline(shotorg, shotorg + shotdir * 10000, FALSE, self);
1930 if (trace_ent.takedamage)
1931 if (trace_fraction < 1)
1932 if (!bot_shouldattack(trace_ent))
1934 traceline(shotorg, self.bot_aimtargorigin, FALSE, self);
1935 if (trace_fraction < 1)
1936 if (trace_ent != self.enemy)
1937 if (!bot_shouldattack(trace_ent))
1940 if (r > maxshottime * shotspeed)
1945 // TODO: move this painintensity code to the player damage code
1948 if (self.bot_nextthink > time)
1950 self.bot_nextthink = self.bot_nextthink + cvar("bot_ai_thinkinterval");
1951 //if (self.bot_painintensity > 0)
1952 // self.bot_painintensity = self.bot_painintensity - (skill + 1) * 40 * frametime;
1954 //self.bot_painintensity = self.bot_painintensity + self.bot_oldhealth - self.health;
1955 //self.bot_painintensity = bound(0, self.bot_painintensity, 100);
1957 if(time < game_starttime || ((cvar("g_campaign") && !campaign_bots_may_start)))
1959 self.nextthink = time + 0.5;
1965 self.v_angle = self.angles;
1967 self.fixangle = FALSE;
1972 self.dmg_inflictor = world;
1974 // calculate an aiming latency based on the skill setting
1975 // (simulated network latency + naturally delayed reflexes)
1976 //self.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
1977 // minimum ping 20+10 random
1978 self.ping = bound(0,0.07 - bound(0, skill * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
1979 // skill 10 = ping 0.2 (adrenaline)
1980 // skill 0 = ping 0.7 (slightly drunk)
1983 self.BUTTON_ATCK = 0;
1985 self.BUTTON_JUMP = 0;
1986 self.BUTTON_ATCK2 = 0;
1987 self.BUTTON_ZOOM = 0;
1988 self.BUTTON_CROUCH = 0;
1989 self.BUTTON_HOOK = 0;
1990 self.BUTTON_INFO = 0;
1992 self.BUTTON_CHAT = 0;
1993 self.BUTTON_USE = 0;
1995 // if dead, just wait until we can respawn
1998 if (self.deadflag == DEAD_DEAD)
2000 self.BUTTON_JUMP = 1; // press jump to respawn
2001 self.bot_strategytime = 0;
2006 // now call the current bot AI (havocbot for example)
2010 entity bot_strategytoken;
2011 float bot_strategytoken_taken;
2014 void bot_relinkplayerlist()
2017 local entity prevbot;
2020 player_list = e = findchainflags(flags, FL_CLIENT);
2025 player_count = player_count + 1;
2026 e.nextplayer = e.chain;
2027 if (clienttype(e) == CLIENTTYPE_BOT)
2030 prevbot.nextbot = e;
2034 currentbots = currentbots + 1;
2038 dprint(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
2039 bot_strategytoken = bot_list;
2040 bot_strategytoken_taken = TRUE;
2043 void() havocbot_setupbot;
2044 float JoinBestTeam(entity pl, float only_return_best, float forcebestteam);
2046 void bot_clientdisconnect()
2048 if (clienttype(self) != CLIENTTYPE_BOT)
2050 if(self.netname_freeme)
2051 strunzone(self.netname_freeme);
2052 self.netname_freeme = string_null;
2055 void bot_clientconnect()
2057 if (clienttype(self) != CLIENTTYPE_BOT)
2059 self.bot_preferredcolors = self.clientcolors;
2060 self.bot_nextthink = time - random();
2061 self.lag_func = bot_lagfunc;
2063 self.createdtime = self.nextthink;
2064 JoinBestTeam(self, FALSE, TRUE);
2065 havocbot_setupbot();
2066 self.bot_mouseskill=random()-0.5;
2067 self.bot_thinkskill=random()-0.5;
2068 self.bot_predictionskill=random()-0.5;
2069 self.bot_offsetskill=random()-0.5;
2074 local entity oldself, bot;
2075 bot = spawnclient();
2078 currentbots = currentbots + 1;
2081 bot_setnameandstuff();
2083 PutClientInServer();
2089 void CheckAllowedTeams(entity for_whom); void GetTeamCounts(entity other); float c1, c2, c3, c4;
2090 void bot_removefromlargestteam()
2092 local float besttime, bestcount, thiscount;
2093 local entity best, head;
2094 CheckAllowedTeams(world);
2095 GetTeamCounts(world);
2096 head = findchainfloat(isbot, TRUE);
2100 besttime = head.createdtime;
2104 if(head.team == COLOR_TEAM1)
2106 else if(head.team == COLOR_TEAM2)
2108 else if(head.team == COLOR_TEAM3)
2110 else if(head.team == COLOR_TEAM4)
2114 if (thiscount > bestcount)
2116 bestcount = thiscount;
2117 besttime = head.createdtime;
2120 else if (thiscount == bestcount && besttime < head.createdtime)
2122 besttime = head.createdtime;
2127 currentbots = currentbots - 1;
2131 void bot_removenewest()
2133 local float besttime;
2134 local entity best, head;
2138 bot_removefromlargestteam();
2142 head = findchainfloat(isbot, TRUE);
2146 besttime = head.createdtime;
2149 if (besttime < head.createdtime)
2151 besttime = head.createdtime;
2156 currentbots = currentbots - 1;
2160 float botframe_waypointeditorlightningtime;
2161 void botframe_showwaypointlinks()
2163 local entity player, head, w;
2164 if (time < botframe_waypointeditorlightningtime)
2166 botframe_waypointeditorlightningtime = time + 0.5;
2167 player = find(world, classname, "player");
2171 if (player.flags & FL_ONGROUND)
2173 //navigation_testtracewalk = TRUE;
2174 head = navigation_findnearestwaypoint(player, FALSE);
2175 //navigation_testtracewalk = FALSE;
2178 w = head ;if (w) te_lightning2(world, w.origin, player.origin);
2179 w = head.wp00;if (w) te_lightning2(world, w.origin, head.origin);
2180 w = head.wp01;if (w) te_lightning2(world, w.origin, head.origin);
2181 w = head.wp02;if (w) te_lightning2(world, w.origin, head.origin);
2182 w = head.wp03;if (w) te_lightning2(world, w.origin, head.origin);
2183 w = head.wp04;if (w) te_lightning2(world, w.origin, head.origin);
2184 w = head.wp05;if (w) te_lightning2(world, w.origin, head.origin);
2185 w = head.wp06;if (w) te_lightning2(world, w.origin, head.origin);
2186 w = head.wp07;if (w) te_lightning2(world, w.origin, head.origin);
2187 w = head.wp08;if (w) te_lightning2(world, w.origin, head.origin);
2188 w = head.wp09;if (w) te_lightning2(world, w.origin, head.origin);
2189 w = head.wp10;if (w) te_lightning2(world, w.origin, head.origin);
2190 w = head.wp11;if (w) te_lightning2(world, w.origin, head.origin);
2191 w = head.wp12;if (w) te_lightning2(world, w.origin, head.origin);
2192 w = head.wp13;if (w) te_lightning2(world, w.origin, head.origin);
2193 w = head.wp14;if (w) te_lightning2(world, w.origin, head.origin);
2194 w = head.wp15;if (w) te_lightning2(world, w.origin, head.origin);
2195 w = head.wp16;if (w) te_lightning2(world, w.origin, head.origin);
2196 w = head.wp17;if (w) te_lightning2(world, w.origin, head.origin);
2197 w = head.wp18;if (w) te_lightning2(world, w.origin, head.origin);
2198 w = head.wp19;if (w) te_lightning2(world, w.origin, head.origin);
2199 w = head.wp20;if (w) te_lightning2(world, w.origin, head.origin);
2200 w = head.wp21;if (w) te_lightning2(world, w.origin, head.origin);
2201 w = head.wp22;if (w) te_lightning2(world, w.origin, head.origin);
2202 w = head.wp23;if (w) te_lightning2(world, w.origin, head.origin);
2203 w = head.wp24;if (w) te_lightning2(world, w.origin, head.origin);
2204 w = head.wp25;if (w) te_lightning2(world, w.origin, head.origin);
2205 w = head.wp26;if (w) te_lightning2(world, w.origin, head.origin);
2206 w = head.wp27;if (w) te_lightning2(world, w.origin, head.origin);
2207 w = head.wp28;if (w) te_lightning2(world, w.origin, head.origin);
2208 w = head.wp29;if (w) te_lightning2(world, w.origin, head.origin);
2209 w = head.wp30;if (w) te_lightning2(world, w.origin, head.origin);
2210 w = head.wp31;if (w) te_lightning2(world, w.origin, head.origin);
2213 player = find(player, classname, "player");
2217 entity botframe_dangerwaypoint;
2218 void botframe_updatedangerousobjects(float maxupdate)
2220 local entity head, bot_dodgelist;
2221 local vector m1, m2, v;
2222 local float c, d, danger;
2224 bot_dodgelist = findchainfloat(bot_dodge, TRUE);
2225 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2226 while (botframe_dangerwaypoint != world)
2229 m1 = botframe_dangerwaypoint.mins;
2230 m2 = botframe_dangerwaypoint.maxs;
2231 head = bot_dodgelist;
2235 v_x = bound(m1_x, v_x, m2_x);
2236 v_y = bound(m1_y, v_y, m2_y);
2237 v_z = bound(m1_z, v_z, m2_z);
2238 d = head.bot_dodgerating - vlen(head.origin - v);
2241 traceline(head.origin, v, TRUE, world);
2242 if (trace_fraction == 1)
2243 danger = danger + d;
2247 botframe_dangerwaypoint.dmg = danger;
2251 botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
2256 float botframe_spawnedwaypoints;
2257 float botframe_nextthink;
2258 float botframe_nextdangertime;
2260 float autoskill_nextthink;
2261 .float totalfrags_lastcheck;
2262 void autoskill(float factor)
2270 FOR_EACH_PLAYER(head)
2272 if(clienttype(head) == CLIENTTYPE_REAL)
2273 bestplayer = max(bestplayer, head.totalfrags - head.totalfrags_lastcheck);
2275 bestbot = max(bestbot, head.totalfrags - head.totalfrags_lastcheck);
2278 dprint("autoskill: best player got ", ftos(bestplayer), ", ");
2279 dprint("best bot got ", ftos(bestbot), "; ");
2280 if(bestbot < 0 || bestplayer < 0)
2282 dprint("not doing anything\n");
2283 // don't return, let it reset all counters below
2285 else if(bestbot <= bestplayer * factor - 2)
2287 if(cvar("skill") < 17)
2289 dprint("2 frags difference, increasing skill\n");
2290 cvar_set("skill", ftos(cvar("skill") + 1));
2291 bprint("^2SKILL UP!^7 Now at level ", ftos(cvar("skill")), "\n");
2294 else if(bestbot >= bestplayer * factor + 2)
2296 if(cvar("skill") > 0)
2298 dprint("2 frags difference, decreasing skill\n");
2299 cvar_set("skill", ftos(cvar("skill") - 1));
2300 bprint("^1SKILL DOWN!^7 Now at level ", ftos(cvar("skill")), "\n");
2305 dprint("not doing anything\n");
2307 // don't reset counters, wait for them to accumulate
2310 FOR_EACH_PLAYER(head)
2311 head.totalfrags_lastcheck = head.totalfrags;
2314 float bot_cvar_nextthink;
2315 void bot_serverframe()
2317 float realplayers, bots, activerealplayers;
2320 if (intermission_running)
2326 if(time > autoskill_nextthink)
2329 a = cvar("skill_auto");
2330 if(!cvar("g_campaign"))
2333 autoskill_nextthink = time + 5;
2336 activerealplayers = 0;
2339 FOR_EACH_REALCLIENT(head)
2341 if(head.classname == "player" || g_lms || g_arena)
2342 ++activerealplayers;
2346 // add/remove bots if needed to make sure there are at least
2347 // minplayers+bot_number, or remove all bots if no one is playing
2348 // But don't remove bots immediately on level change, as the real players
2349 // usually haven't rejoined yet
2350 bots_would_leave = FALSE;
2351 if (realplayers || cvar("bot_join_empty") || (currentbots > 0 && time < 5))
2353 float realminplayers, minplayers;
2354 realminplayers = cvar("minplayers");
2355 minplayers = max(0, floor(realminplayers));
2357 float realminbots, minbots;
2358 if(cvar("bot_vs_human"))
2359 realminbots = ceil(fabs(cvar("bot_vs_human")) * activerealplayers);
2361 realminbots = cvar("bot_number");
2362 minbots = max(0, floor(realminbots));
2364 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
2366 bots_would_leave = TRUE;
2370 // if there are no players, remove bots
2374 bot_ignore_bots = cvar("bot_ignore_bots");
2376 // only add one bot per frame to avoid utter chaos
2377 if(time > botframe_nextthink)
2379 //dprint(ftos(bots), " ? ", ftos(currentbots), "\n");
2380 while (currentbots < bots)
2382 if (bot_spawn() == world)
2384 bprint("Can not add bot, server full.\n");
2385 botframe_nextthink = time + 10;
2389 while (currentbots > bots)
2393 if(botframe_spawnedwaypoints)
2395 if(cvar("waypoint_benchmark"))
2399 if (currentbots > 0 || cvar("g_waypointeditor"))
2400 if (!botframe_spawnedwaypoints)
2402 botframe_spawnedwaypoints = TRUE;
2404 waypoint_schedulerelinkall();
2409 // cycle the goal token from one bot to the next each frame
2410 // (this prevents them from all doing spawnfunc_waypoint searches on the same
2411 // frame, which causes choppy framerates)
2412 if (bot_strategytoken_taken)
2414 bot_strategytoken_taken = FALSE;
2415 if (bot_strategytoken)
2416 bot_strategytoken = bot_strategytoken.nextbot;
2417 if (!bot_strategytoken)
2418 bot_strategytoken = bot_list;
2421 if (botframe_nextdangertime < time)
2423 local float interval;
2424 interval = cvar("bot_ai_dangerdetectioninterval");
2425 if (botframe_nextdangertime < time - interval * 1.5)
2426 botframe_nextdangertime = time;
2427 botframe_nextdangertime = botframe_nextdangertime + interval;
2428 botframe_updatedangerousobjects(cvar("bot_ai_dangerdetectionupdates"));
2432 if (cvar("g_waypointeditor"))
2433 botframe_showwaypointlinks();
2435 if(time > bot_cvar_nextthink)
2438 bot_custom_weapon_priority_setup();
2439 bot_cvar_nextthink = time + 5;